ppsspp/GPU/D3D11/DepalettizeShaderD3D11.h
Henrik Rydgård 0e3a84b4a8 Move most GPU things to Common.
It works after the move, on Windows and Android at least.

Deletes the D3DX9 shader compiler loader, which was not used.
2020-10-04 23:39:02 +02:00

73 lines
2.3 KiB
C++

// Copyright (c) 2017- PPSSPP Project.
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation, version 2.0 or later versions.
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License 2.0 for more details.
// A copy of the GPL 2.0 should have been included with the program.
// If not, see http://www.gnu.org/licenses/
// Official git repository and contact information can be found at
// https://github.com/hrydgard/ppsspp and http://www.ppsspp.org/.
#include <map>
#include <vector>
#include <cstdint>
#include <d3d11.h>
#include "Common/CommonTypes.h"
#include "GPU/ge_constants.h"
#include "Common/GPU/thin3d.h"
#include "GPU/Common/DepalettizeShaderCommon.h"
class DepalShaderD3D11 {
public:
ID3D11PixelShader *pixelShader;
std::string code;
};
class DepalTextureD3D11 {
public:
~DepalTextureD3D11() {
if (texture)
texture->Release();
if (view)
view->Release();
}
ID3D11Texture2D *texture;
ID3D11ShaderResourceView *view;
int lastFrame;
};
// Caches both shaders and palette textures.
class DepalShaderCacheD3D11 : public DepalShaderCacheCommon {
public:
DepalShaderCacheD3D11(Draw::DrawContext *draw);
~DepalShaderCacheD3D11();
// This also uploads the palette and binds the correct texture.
ID3D11PixelShader *GetDepalettizePixelShader(uint32_t clutMode, GEBufferFormat pixelFormat);
ID3D11VertexShader *GetDepalettizeVertexShader() { return vertexShader_; }
ID3D11InputLayout *GetInputLayout() { return inputLayout_; }
ID3D11ShaderResourceView *GetClutTexture(GEPaletteFormat clutFormat, const u32 clutHash, u32 *rawClut, bool expandTo32bit);
void Clear();
void Decimate();
std::vector<std::string> DebugGetShaderIDs(DebugShaderType type);
std::string DebugGetShaderString(std::string id, DebugShaderType type, DebugShaderStringType stringType);
private:
ID3D11Device *device_;
ID3D11DeviceContext *context_;
D3D_FEATURE_LEVEL featureLevel_;
ID3D11VertexShader *vertexShader_ = nullptr;
ID3D11InputLayout *inputLayout_ = nullptr;
std::map<u32, DepalShaderD3D11 *> cache_;
std::map<u32, DepalTextureD3D11 *> texCache_;
};